Geomancy

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Tracker's Mind This is part of the Tracker's Mind spell chain and rune stone. This rather simple manipulation invokes an understanding of the earth. With this spell, you are gifted with the ability to discern tracks of all kinds, know what every plant in an area is and if they are safe to eat, and have knowledge of animals and how to deal with them appropriately. N/A: Only 1 levels with this spell.

Armor Effect: Tracker's Mind (Helmet Only)

Spell effects always active.

10 Soul 1 self Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Grounding This is part of the Grounding spell chain and rune stone. Immune to knock back and knock down effects, -5 to received physical damage, can't move from spot. N/A: Only 1 levels with this spell.

Armor Effect: Grounding

Immune to Knock Back, Knock Down, and being moved

Weapon Effect: Grounding

Critical Hit seals target to spot for 1d3 rounds

10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Dust Devil This is part of the Dust Devil spell chain and rune stone. 4d10 magic damage, require perception for target and prevent hit targetting; physical spell Level 2 Upgrade: Increase damage by 1d8.

Weapon Effect: Dust Devil

Critical Hit causes target to need to make perceive checks for the next 1d4 rounds.

10 Soul, +10 per additional level 1, +1 per additional level 1 target Level 1:  60/90
Level 2:  50/80

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100

Solidity This is part of the Solidity spell chain and rune stone. Reduces all physical damage received by 10% and providing a Defense of 2d12. Level 2 Upgrade: Physical Damage reduced by 20%.
Level 3 Upgrade: Increase provided defense by 1d20 and decrease by half bashing damage.
Level 4 Upgrade: Provide magical defense of 3d12, 5d12 against air elemental magic.

Armor Effect: Solidity

All physical damage is reduced by 10%.

20 Soul, +10 per additional level 1, +1 per additional level 1 target or self Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Chamelonism This is part of the Tracker's Mind spell chain and rune stone. This manipulation allows you to blend in with the natural environment. This effect decreases an enemy's Perception % by 50 points when trying to locate you. This spell does not work in or around unnatural or man-made environments. This spell lasts for as long as you desire but you cannot use any actions except movement while under the effects of the spell. N/A: Only 1 level with this spell.

Armor Effect: Chamelonisim

25 point penalty to enemy's perceive to find you.

30 Soul 2 self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Hovel This is part of the Grounding spell chain and rune stone. Hovel creates a living space just about anywhere that there is earth to shape, as long as the earth goes down a ways. There can only be one hovel created by the same mage at a time. The hovel will exist as long as the mage is there to keep up the hovel. You can use other spells and skills while hovel is in effect, and you do not have to be in the hovel to maintain it, you just need to be no more than 6 spaces or 18 feet away from it. N/A: Only 1 levels with this spell. N/A 20 Soul 2 enough space for 3 human-sized people Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Ova's Hand This is part of the Oaken Skin spell chain and rune stone. With this spell you conjure up a massive leaf that can either take you straight up or down, or up or down at a gradual angle, at a distance of three times your movement rate. The leaf can carry any amount of weight and can easily carry up to 10 people. The leaf however is flammable so beware. N/A: Only 1 levels with this spell. N/A 20 Soul 1 self and allies Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Gravel Pelt This is part of the Dust Devil spell chain and rune stone. Launches four stones at the target doing 5d8 physical magic damage. Level 2 Upgrade: Increase damage by 2d20.

Armor Effect: Gravel Pelt

Being critically hit causes spell effect to attacker.

25 Soul, +10 per additional level 1, +1 per additional level 1 target Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Stone Circle This is part of the Solidity spell chain and rune stone. By creating Stone Circle, you create a ring of floating stones around yourself or any one target. Anytime a target, ally or enemy, moves into the protected circle that target will be dealt 10d10 + 25 points of physical magic damage instantly and for every round that they are within the circle. Level 2 Upgrade: Increase damage by 1d12.

Armor Effect: Stone Circle

Melee attackers are dealt runic soul damage if they strike you with a melee weapon.

10 Soul, +10 per additional level 1, +1 per additional level 1 target or self Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Tremor This is part of the Grounding spell chain and rune stone. This is a well known geomancy spell that causes the ground to shudder violently underneath the feat of everyone in the radius around the user. This causes a disorientation that causes everyone in the radius, ally and enemy, to fall down costing a whole movement to get back up. The fall causes 8d10 physical magic damage. Level 2 Upgrade: Increase area of effect to 5x5.

Weapon Effect: Tremor

Critical Hit causes target to be knocked down.

20 Soul, +10 per additional level 1, +1 per additional level a 3x3 space around caster Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Misstep This is part of the Grounding spell chain and rune stone. This spell causes that for every 2 steps the target makes in one direction, the target must move one step in the opposite direction. Level 2 Upgrade: Inflicts Confusion.
Level 3 Upgrade: Inflicts Depression.
Weapon Effect: Misstep

Critical hit causes spell effect
10 Soul, +10 per additional level 1, +1 per additional level 1 target Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Entanglement This is part of the Tracker's Mind spell chain and rune stone. With this spell you summon thick vines to entangle the enemy target. The target must make a strength check to free him or herself to move or act. Others could try to hack away at the vines or burn them, which would release the trapped target but any damage done is done to the target. N/A: Only 1 level with this spell.

Weapon Effect: Entanglement

Critical Hit causes spell effect.

30 Soul 2 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Sculpted Mount This is part of the Solidity spell chain and rune stone. With this manipulation you create a horse made completely out of stone. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse turns into a small pile of dirt and stone. This spell cannot be cast in battle but the horse can be road into battle. N/A: Only 1 levels with this spell. N/A 20 Soul 1 next to caster Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Deadly Sap This is part of the Oaken Skin spell chain and rune stone. This spell causes you to sweat a deadly, toxic sap that you can coat your weapons with. Any target that touches you or is touched by your coated weapon, receives 2d20 poison damage until cured. Level 2 Upgrade: This upgrade causes confusion status effect as well.
Level 3 Upgrade: This upgrade causes Berserk status effect as well.

Weapon Effect: Deadly Sap

Critical hit applies 2d20 poison damage, doesn't stack.

20 Soul, +10 per additional level 1, +1 per additional level self or 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Ova's Trap This is part of the Oaken Skin spell chain and rune stone. This spell summons a great flytrap that wraps its feeding leaves around the target. The target then has 1d6 + 1 rounds to be saved before being ate alive. The only way to save the target is to use fire magic on the trap or hit the trap with an axe or sword, but any damage done to the trap is also done to the target. The flytrap has 4d% Vitality. Level 2 Upgrade: Increase cage's Vitality by an additional 2d%.
Level 3 Upgrade: Increase cage's Vitality by an additional 2d%.
Level 4 Upgrade: Increase cage's Vitality by an additional 2d%.
N/A 40 Soul, +10 per additional level 4, +1 per additional level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Quartz Cage This is part of the Grounding spell chain and rune stone. With this manipulation you create a cage of pure quartz that holds the target in. The cage has 3d% Vitality and can only be destroyed by melee damage, all other damage hurts captured target. The target cannot move or use melee attacks but can use projectiles and magic spells that reach outside of the cage. The target cannot attack the cage them self. Level 2 Upgrade: Increase cage's Vitality by an additional 1d%.
Level 3 Upgrade: Increase cage's Vitality by an additional 1d%.
Level 4 Upgrade: Increase cage's Vitality by an additional 1d%.
N/A 25 Soul, +10 per additional level 2, +1 per additional level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Earthen Angers This is part of the Dust Devil spell chain and rune stone. With this manipulation you summon five good-sized rocks of a generic nature to pummel the target of your choice. Each rock bashes into the target before crumbling into dust on the ground. The final rock hits harder and knocks the target off its feet. The total physical magic damage is 8d12. Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Throws target back 1d6 spaces. 
Level 4 Upgrade: Dazes target 1d6 rounds.

Weapon Effect: Earthen Angers

Critical Hit knocks target down.

30 Soul, +10 per additional level 2.5, +1 per additional level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Battlefield of Stone This is in the Grounding spell chain and rune stone. The spell gives paralysis to everything except you. Even your allies are paralyzed. For the spell's duration you may reorganize anything within your physical capabilities. When the area is freed, everyone has to adapt to what has occurred to them. This spell can only be used once a battle. N/A: Only 1 levels with this spell. N/A 40 Soul 4 battlefield Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Nature's Wrath This is part of the Oaken Skin spell chain and rune stone. With this spell you summon the fury of Mother Ova upon your enemies. A terrible hurricane comes raging onto the battlefield, and every enemy target must make a Balance check with a 25 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 10d20 magic damage. Level 2 Upgrade: Balance check with a 30 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 15d20 magic damage.
Level 3 Upgrade: Balance check with a 35 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 20d20 magic damage.
Level 4 Upgrade: Balance check with a 40 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 25d20 magic damage.
N/A 50 Soul, +10 per additional level 5, +1 per additional level all enemy targets Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Crevasse's Trick This is part of the Grounding spell chain and rune stone. At first the target’s eyes are blackened and the target begins to float but feels as if they are falling. When the second round comes, the target hits the bottom of the pit. In reality the magic slams the target to the ground, doing 6d20 + 20 physical magic damage. The target cannot get up until the next round, loosing a round. N/A: Only 1 level with this spell. N/A 30 Soul, +10 per additional level 3, +1 per additional level 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Ent Guards This is part of the Tracker's Mind spell chain and rune stone. With this spell you create a massive ent. The ent is your personal body guard. It will block 75% of all damage done to you. You can order the ent to guard a friend for a round but then the ent will be unable to guard you for that round. N/A: Only 1 levels with this spell. N/A 30 Soul 3 next to caster Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Mud Serpent This is part of the Dust Devil spell chain and rune stone. For the duration of the spell, the target is stunned and unable to act while the snake constricts and bites the target, dealing 14d20 points of physical magic damage each round. Level 2 Upgrade: Increase Duration to 2d6 rounds. Weapon Effect: Mud Serpent

Critical hit stuns target for 1d4 rounds.
30 Soul, +10 per additional level 3, +1 per additional level 1 target Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Awaken Dryad This is part of the Oaken Skin spell chain and rune stone. With this spell you awaken a spirit of the forest, a dryad. The dryad will stick to your side for the spell's duration, doubling your runic energy and SA while restoring 1d20 HP per round to you. Level 2 Upgrade: Increase HP restore to 2d20.
Level 3 Upgrade: Increase HP restore to 3d20.
Level 4 Upgrade: Increase HP restore to 4d20.
N/A 30 Soul; +10 per additional level 3, +1 per additional level 1 target or self Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Oaken Skin This is part of the Oaken Skin spell chain and rune stone. This spell turns your skin into thick oak bark. This gives you a natural Defense that is 25% of your Vitality. Despite being natural though, the Defense can be destroyed if you take enough damage, however any healing spell that heals your Vitality can heal your oaken skin, and will heal it first. Level 2 Upgrade: increase defense boon by 20%.
Level 3 Upgrade: increase defense boon by 20%.
Level 4 Upgrade: increase defense boon by 20%.
Armor Effect: Oaken Skin

Runic Energy as Defense
15 Soul, +10 per additional level 1, +0.5 per additional level 1 target or self Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Acorn Shot Part of Oaken Skin chain and rune stone. With this spell you shoot at great velocity 1d10 large acorns at a target in a straight line from you. Each acorn hits the target for 1d20 (per acorn) damage. You only add Runic Energy once to the entire spell damage. A critical magic will daze the target for 1 round. Level 2 Upgrade: Increase damage by 1d10 per acorn.
Level 3 Upgrade: Increase number of acorns from 1d10 to 1d20.
Level 4 Upgrade: 25% chance to stun target 1d3 rounds.

Weapon Affect - Acorn Shot

Can only be used on projectile weapons.

Divides the projectile shot into 1d6 projectiles, decreases the damage of each shot by 15%.

20 Soul, +10 per additional level 1, +1 per additional level 1 target in straight line Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Ova's Shield This spell is a part of the Oaken Skin spell chain and rune stone. This spell grants you all a one-hit protection spell. When you or your allies are hit (magical or physical), a great, thick wall of bark will appear absorbing 1d% percentage of the attack, before being destroyed. Each ally and yourself get your own "shield". Level 2 Upgrade: Increase the percentage of the absorption by x 1.2.
Level 3 Upgrade: Increase the percentage of the absorption by x 1.2.
Level 4 Upgrade: Increase the percentage of the absorption by x 1.2.
N/A 40 Soul, +10 per level 3, +1 per level self and all allies Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Unbreaking Balance This spell is a part of the Grounding spell chain and rune stone. This spell reinforces the target's sense of place, giving it a 2d20 bonus to Agility for any balance check. Level 2 Upgrade: Increase Agility Bonus by 1d20.
Level 3 Upgrade: Increase Agility Bonus by 1d20.
Level 4 Upgrade: Increase Agility Bonus by 1d20.

Armor Effect: Unbreaking Balance (Footwear Only)

+10 to Agility for balance checks

20 Soul; +5 per level 2, +1 per level 1 target or self Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Mountain's Base This spell is a part of the Dust Devil spell chain and rune stone. To all enemy targets this creates a visual distortion effect. Every time they wish to attack they will have to make a perception check in order to be able to attack you or your allies. They will not be able to use Hit Targeting. They will also have to make a perception check to be able to move without tripping and falling. You and your allies can see clearly through the dust. N/A: Only 1 levels with this spell.

Armor Effect: Mountain's Base (Helmet Only)

Grants wearer the ability to see through any dust or smoke.

25 Soul 2 battlefield Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Whip of Thorns This spell is a part of the Oaken Skin spell chain and rune stone. This spell grants its benefactor a great vine covered in thorns that you can use as a whip. It has an attack power of double the caster's runic energy plus your runic energy power, and a range of 8. You can use whip skills and apply the whip effects if you have whip mastery. You can also apply spells such as Deadly Sap or Pyro Enchantment. The thorns give the whip piercing damage, with 10% of the damage dealt going straight to Vitality. N/A: Only 1 levels with this spell.

Weapon Effect: Whip of Thorns (Melee Weapon Only)

This grants your handheld weapon a range of 8, without actually increasing its size or weight.

30 Soul 2 self or 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Stone Skin This spell is a part of the Solidity spell chain and rune stone. This magical manipulation coats the target's outer armor or clothing with a weightless layer of stone that does not hinder movement of any kind. This spell serves to provide the target with natural armor, giving the target an additional Defense of 2d12. Level 2 Upgrade: Increase defense given by 2d12.
Level 3 Upgrade: Provide Spirit of 2d12.
30 Soul; +10 per level 2, +1 per level self or 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Tags: Geomancy